Just a little dev site I threw together.
News is down there.
Yep, I recently started programming again and have been working on optimizing slysics for Linux and Windows. No progress on a maemo5 version yet sadly (same story with pokerth and everything else maemo related, sorry).
Honvert backend is finished! This started as a small project to hildonize a conversion program, gonvert, which was requested on the TMO forums. Instead, I have rewritten the entire thing from python to C++ and created a dictionary file which one can edit without recompiling. With this done I will soon have a working UI which promises to be easy to use ;).
***News about PokerTH:
Realized now that PokerTH needs more work on optification. Removing the program leaves stuff in /opt... bleh. Also, PokerTH's future on fremantle extras doesn't look very good right now since neither boost nor qt are optified :(.
Hurray, I finally managed to "finish" this
with all the school work in the way so here it is!:
Test, find bugs, you know the drill :).
After an entire days of work, PokerTH is almost completely redesigned for maemo5, just a couple more things to code/do and it will hit extras[-[devel/testing]]
I have recently opened a new garage project for each of these projects/ports and will be uploading source to the SCM. For PokerTH, here's a preview of the new UI so far:
I have recently pushed SDL-1.3 upstream into fremantle extras-devel, so developers, go and port/write your gles2 SDL programs! (Note, this packages replaces many files in SDL-1.2) Hurray. Also, a version of this I hope will soon be coming to maemo4 due to TI finally releasing 3d graphics drivers. We'll see how far that goes :).
Quoted from my post on talk.maemo.org:
Hurray, I am releasing Slysics-0.2.3 today which will be the precursor to the final version that will make it up to extras and downloads.
- Save and load added (Saving large maps may take some time, wait until the save menu disappears)
- D-Pad scrolling
- Direction pointer added
- Distance counters added
- Snap to prev line points option added
- Some bug fixes
- More stuff I can't recall :o.
- World size halved
Btw, I haven't bothered coding the flag manager yet so that doesn't work. Also, if you fall a very long time and reach the end of the world, your game will still crash.
- Fix end world crash bug
- Make saving the map screenshots faster
- Clean up the code, make it pretty/better/faster
- Add world objects (instant accelerators, teleports, etc)
- More stuff to come...
So, go install it when it gets through the autobuilder in extras-devel and have fun with the new features and old ones :).
After much deliberation, I am proud to present Slysics 0.1.0, but without flag or load features. This will be available in extras-devel for diablo, and soon Fremantle.
Beginning yesterday, I began to think of the possible legal consequences for reproducing game play. First of all, the name was way too similar sounding, only missing two letters, so I will from now on be referred to as Slysics, Sled Physics. As for the gameplay part, from what I have read up online about it, it is fair use to base the game-play off existing games, but change it significantly so it has its own originality. And I have done this, before I even thought of legality. There already exists many features in my game that make the game-play differ, but the question is - is it enough?